#!/usr/bin/env python # -*- coding: utf-8 -*- """This script can automatically generate blockstate and block model files, as well as textures for the Better Leaves Lite resourcepack.""" import argparse import json import os import zipfile import shutil import time from PIL import Image from distutils.dir_util import copy_tree # Utility functions def printGreen(out): print("\033[92m{}\033[00m".format(out)) def printCyan(out): print("\033[96m{}\033[00m" .format(out)) def printOverride(out): print(" -> {}".format(out)) # This is where the magic happens def autoGen(jsonData): notint_overrides = jsonData["noTint"] block_texture_overrides = jsonData["blockTextures"] overlay_textures = jsonData["overlayTextures"] block_id_overrides = jsonData["blockIds"] leaves_with_carpet = jsonData["leavesWithCarpet"] dynamictrees_namespaces = jsonData["dynamicTreesNamespaces"] print("Generating assets...") if (os.path.exists("./assets")): shutil.rmtree("./assets") copy_tree("./base/assets/", "./assets/") filecount = 0 unpackTexturepacks() unpackMods() scanModsForTextures() for root, dirs, files in os.walk("./input/assets"): for infile in files: if infile.endswith(".png") and (len(root.split("/")) > 3): namespace = root.split("/")[3] texture_name = infile.replace(".png", "") block_name = texture_name # Handle leaf textures in subfolders texture_prefix = "" if (len(root.split("/")) > 6): texture_prefix = root.split("/")[6]+"/" if (block_name == "leaves"): # For mods that use a structure like "texture/woodtype/leaves.png" block_name = texture_prefix.replace("/", "_")+block_name printGreen(namespace+":"+block_name) printOverride("Auto-redirected from "+namespace+":"+texture_name) else: # For mods that use a structure like "texture/natural/some_leaves.png" printGreen(namespace+":"+block_name) printOverride("Prefix: "+ texture_prefix); else: printGreen(namespace+":"+block_name) # We don't want to generate assets for overlay textures if (namespace+":block/"+texture_prefix+texture_name) in overlay_textures.values(): printOverride("Skipping overlay texture") continue texture = Image.open(os.path.join(root, infile)) is_animated = texture.size[0] != texture.size[1] # Generate texture if not is_animated: generateTexture(root, infile) # Set block id and apply overrides block_id = namespace+":"+block_name if block_id in block_id_overrides: block_id = block_id_overrides[block_id] printOverride("ID Override: "+block_id) # Set texture id and apply overrides texture_id = namespace+":block/"+texture_prefix+texture_name has_texture_override = (block_id) in block_texture_overrides if has_texture_override: texture_id = block_texture_overrides[block_id] printOverride("Texture Override: "+texture_id) base_model = "leaves" # Check if the block appears in the notint overrides hasNoTint = block_id in notint_overrides if is_animated: base_model = "leaves_legacy" printOverride("Animated – using legacy model") elif hasNoTint: base_model = "leaves_notint" printOverride("No tint") # Check if the block has an additional overlay texture overlay_texture_id = "" if block_id in overlay_textures: base_model = "leaves_overlay" overlay_texture_id = overlay_textures[block_id] printOverride("Has overlay texture: "+overlay_texture_id) # Check if the block has a dynamic trees addon namespace dynamictrees_namespace = None if (namespace) in dynamictrees_namespaces: dynamictrees_namespace = dynamictrees_namespaces[namespace] # Generate blockstates & models generateBlockstate(block_id, dynamictrees_namespace) generateBlockModels(block_id, base_model, texture_id, overlay_texture_id) generateItemModel(block_id, has_texture_override) # Certain mods contain leaf carpets. # Because we change the leaf texture, we need to fix the carpet models. if (block_id) in leaves_with_carpet: carpet_id = leaves_with_carpet[block_id] generateCarpetAssets(carpet_id, hasNoTint, texture_id) printOverride(f"Generating leaf carpet: {carpet_id}") filecount += 1 # End of autoGen print() cleanupTexturepacks() cleanupMods() printCyan("Processed {} leaf blocks".format(filecount)) def unpackMods(): for root, dirs, files in os.walk("./input/mods"): for infile in files: if infile.endswith(".jar"): print("Unpacking mod: "+infile) zf = zipfile.ZipFile(os.path.join(root, infile), 'r') zf.extractall(os.path.join(root, infile.replace(".jar", "_temp"))) zf.close() def cleanupMods(): if (os.path.exists("./input/mods")): shutil.rmtree("./input/mods") os.makedirs("./input/mods") def scanModsForTextures(): for root, dirs, files in os.walk("./input/mods"): for infile in files: if len(root.split("assets")) > 1: assetpath = root.split("assets")[1][1:] modid = assetpath.split("textures")[0].replace("/", "") if "textures/block" in root and infile.endswith(".png") and "leaves" in infile: print(f"Found texture {assetpath}/{infile} in mod {modid}") inputfolder = os.path.join("./input/assets/", assetpath) os.makedirs(inputfolder, exist_ok=True) shutil.copyfile(os.path.join(root, infile), os.path.join(inputfolder, infile)) def unpackTexturepacks(): for root, dirs, files in os.walk("./input/texturepacks"): for infile in files: if infile.endswith(".zip"): print("Unpacking texturepack: "+infile) zf = zipfile.ZipFile(os.path.join(root, infile), 'r') zf.extractall(os.path.join(root, infile.replace(".zip", "_temp"))) zf.close() def cleanupTexturepacks(): for root, dirs, files in os.walk("./input/texturepacks"): for folder in dirs: if folder.endswith("_temp"): shutil.rmtree(os.path.join(root, folder)) def scanPacksForTexture(baseRoot, baseInfile): for root, dirs, files in os.walk("./input/texturepacks"): for infile in files: if "assets" in root and "assets" in baseRoot: if infile.endswith(".png") and (len(root.split("/")) > 3) and (baseInfile == infile) and (root.split("assets")[1] == baseRoot.split("assets")[1]): printCyan(" Using texture from: " + root.split("assets")[0].replace("./input/texturepacks/", "")) return root; return baseRoot def generateTexture(root, infile): outfolder = root.replace("assets", "").replace("input", "assets") os.makedirs(outfolder, exist_ok=True) root = scanPacksForTexture(root, infile) outfile = os.path.splitext(os.path.join(outfolder, infile))[0] + ".png" if infile != outfile: try: # First, let's open the regular texture vanilla = Image.open(os.path.join(root, infile)) width, height = vanilla.size # Second, let's generate a transparent texture that's twice the size transparent = Image.new("RGBA", [int(2 * s) for s in vanilla.size], (255, 255, 255, 0)) out = transparent.copy() # Now we paste the regular texture in a 3x3 grid, centered in the middle for x in range(-1, 2): for y in range(-1, 2): out.paste(vanilla, (int(width / 2 + width * x), int(height / 2 + height * y))) # As the last step, we apply our custom mask to round the edges and smoothen things out mask = Image.open('input/mask.png').convert('L').resize(out.size, resample=Image.NEAREST) out = Image.composite(out, transparent, mask) # Finally, we save the texture to the assets folder out.save(outfile, vanilla.format) except IOError: print("Error while generating texture for '%s'" % infile) def generateBlockstate(block_id, dynamictrees_namespace): mod_namespace = block_id.split(":")[0] block_name = block_id.split(":")[1] # Create structure for blockstate file block_state_file = f"assets/{mod_namespace}/blockstates/{block_name}.json" block_state_data = { "variants": { "": [] } } # Add four rotations for each of the four individual leaf models for i in range(1, 5): block_state_data["variants"][""] += { "model": f"{mod_namespace}:block/{block_name}{i}" }, { "model": f"{mod_namespace}:block/{block_name}{i}", "y": 90 }, { "model": f"{mod_namespace}:block/{block_name}{i}", "y": 180 }, { "model": f"{mod_namespace}:block/{block_name}{i}", "y": 270 }, # Create blockstates folder if it doesn't exist already os.makedirs("assets/{}/blockstates/".format(mod_namespace), exist_ok=True) # Write blockstate file with open(block_state_file, "w") as f: json.dump(block_state_data, f, indent=4) # Do the same for the dynamic trees namespace if dynamictrees_namespace != None: dyntrees_block_state_file = f"assets/{dynamictrees_namespace}/blockstates/{block_name}.json" os.makedirs("assets/{}/blockstates/".format(dynamictrees_namespace), exist_ok=True) # Write blockstate file with open(dyntrees_block_state_file, "w") as f: json.dump(block_state_data, f, indent=4) def generateBlockModels(block_id, base_model, texture_id, overlay_texture_id): mod_namespace = block_id.split(":")[0] block_name = block_id.split(":")[1] # Create models folder if it doesn't exist already os.makedirs("assets/{}/models/block/".format(mod_namespace), exist_ok=True) # Create the four individual leaf models for i in range(1, 5): # Create structure for block model file block_model_file = f"assets/{mod_namespace}/models/block/{block_name}{i}.json" block_model_data = { "parent": f"betterleaves:block/{base_model}{i}", "textures": { "all": f"{texture_id}" } } # Add overlay texture on request if (overlay_texture_id != ""): block_model_data["textures"]["overlay"] = overlay_texture_id # Write block model file with open(block_model_file, "w") as f: json.dump(block_model_data, f, indent=4) def generateItemModel(block_id, override_block_texture=False): mod_namespace = block_id.split(":")[0] block_name = block_id.split(":")[1] # Create models folder if it doesn't exist already os.makedirs("assets/{}/models/item/".format(mod_namespace), exist_ok=True) item_model_file = f"assets/{mod_namespace}/models/item/{block_name}.json" if override_block_texture: # Used for items that have a different texture than the block model item_model_data = { "parent": f"{mod_namespace}:block/{block_name}1", "textures": { "all": f"{mod_namespace}:block/{block_name}" } } else: # By default, the regular block model is used item_model_data = { "parent": f"{mod_namespace}:block/{block_name}1" } with open(item_model_file, "w") as f: json.dump(item_model_data, f, indent=4) def generateCarpetAssets(carpet_id, notint, texture_id): mod_namespace = carpet_id.split(":")[0] block_name = carpet_id.split(":")[1] # Create structure for blockstate file block_state_file = f"assets/{mod_namespace}/blockstates/{block_name}.json" block_state_data = { "variants": { "": [] } } # Add four rotations for the carpet model block_state_data["variants"][""] += { "model": f"{mod_namespace}:block/{block_name}" }, { "model": f"{mod_namespace}:block/{block_name}", "y": 90 }, { "model": f"{mod_namespace}:block/{block_name}", "y": 180 }, { "model": f"{mod_namespace}:block/{block_name}", "y": 270 }, # Write blockstate file with open(block_state_file, "w") as f: json.dump(block_state_data, f, indent=4) base_model = "leaf_carpet" if (notint): base_model = "leaf_carpet_notint" # Create structure for block model file block_model_file = f"assets/{mod_namespace}/models/block/{block_name}.json" block_model_data = { "parent": f"betterleaves:block/{base_model}", "textures": { "wool": f"{texture_id}" } } # Save the carpet block model file with open(block_model_file, "w") as f: json.dump(block_model_data, f, indent=4) # See https://stackoverflow.com/a/1855118 def zipdir(path, ziph): # ziph is zipfile handle for root, dirs, files in os.walk(path): for file in files: ziph.write(os.path.join(root, file), os.path.relpath(os.path.join(root, file), os.path.join(path, '..'))) # Creates a compressed zip file def makeZip(version): with zipfile.ZipFile('Better-Leaves-Lite-'+version+".zip", 'w', zipfile.ZIP_DEFLATED) as zipf: zipdir('assets/', zipf) zipf.write('pack.mcmeta') zipf.write('pack.png') zipf.write('LICENSE') zipf.write('README.md') # This is the main entry point, executed when the script is run if __name__ == '__main__': start_time = time.perf_counter() parser = argparse.ArgumentParser( description='This script can automatically generate files for the Better Leaves Lite resourcepack.', epilog='Feel free to ask for help at http://discord.midnightdust.eu/') parser.add_argument('version', type=str) args = parser.parse_args() print(f"Arguments: {args}") print() print("Motschen's Better Leaves Lite") print("https://github.com/TeamMidnightDust/BetterLeavesLite") print() # Loads overrides from the json file f = open('./input/overrides.json') data = json.load(f) f.close() autoGen(data); print() print("Zipping it up...") makeZip(args.version); print("Done!") print("--- Finished in %s seconds ---" % (round((time.perf_counter() - start_time)*1000)/1000))